////////////////////////////////////////////////////////////////////////////
//	Module 		: script_entity.h
//	Created 	: 06.10.2003
//  Modified 	: 14.12.2004
//	Author		: Dmitriy Iassenev
//	Description : Script entity class
////////////////////////////////////////////////////////////////////////////

#pragma once

#include "script_entity_space.h"
//#include "Include/xrRender/Kinematics.h"
#include "Include/xrRender/KinematicsAnimated.h"

class CSE_Abstract;
class CGameObject;
class CScriptEntityAction;
class CEntity;
class CScriptGameObject;
class CCustomMonster;

using namespace ScriptEntity;

class CScriptEntity {
public:
	struct CSavedSound {
		CScriptGameObject	*m_lua_game_object;
		int					m_sound_type;
		Fvector				m_position;
		float				m_sound_power;

		IC				CSavedSound(
							CScriptGameObject	*lua_game_object,
							int				sound_type,
							const Fvector	&position,
							float			sound_power
						) :
						m_lua_game_object(lua_game_object),
						m_sound_type(sound_type),
						m_position(position),
						m_sound_power(sound_power)
		{
		}
	};

protected:
	typedef xr_deque<CScriptEntityAction*>	ACTIONS;

private:
	CGameObject					*m_object;
	CCustomMonster				*m_monster;
	bool						m_initialized;
	
	bool						m_can_capture;

protected:
	ACTIONS						m_tpActionQueue;
	bool						m_bScriptControl;
	shared_str					m_caScriptName;
	MotionID					m_tpNextAnimation;
	bool						m_use_animation_movement_controller;
	CScriptEntityAction			*m_tpCurrentEntityAction;

public:
	MotionID					m_tpScriptAnimation;

protected:
	ref_sound					*m_current_sound;
	xr_vector<CSavedSound>		m_saved_sounds;

public:
								CScriptEntity			();
	virtual						~CScriptEntity			();
			void				init					();
	virtual	void				reinit					();
	virtual BOOL				net_Spawn				(CSE_Abstract* DC);
	virtual void				net_Destroy				();
	virtual void				shedule_Update			(u32				DT);
	virtual void				UpdateCL				();
	virtual CScriptEntity*		cast_script_entity		()	{return this;}
	virtual DLL_Pure			*_construct				();

public:
			const Fmatrix		GetUpdatedMatrix		(shared_str caBoneName, const Fvector &tPositionOffset, const Fvector &tAngleOffset);
			void				vfUpdateParticles		();
			void				vfUpdateSounds			();
	virtual	void				vfFinishAction			(CScriptEntityAction		*tpEntityAction);
	virtual	void				SetScriptControl		(const bool			bScriptControl, shared_str	caSciptName);
	virtual	bool				GetScriptControl		() const;
	virtual	LPCSTR				GetScriptControlName	() const;
	virtual bool				CheckObjectVisibility	(const CGameObject	*tpObject);
	virtual bool				CheckTypeVisibility		(const char* section_name);
	virtual bool				CheckIfCompleted		() const										{return false;};
	virtual	CScriptEntityAction	*GetCurrentAction		();
	virtual	void				AddAction				(const CScriptEntityAction*tpEntityAction, bool bHighPriority = false);
	virtual void				ProcessScripts			();
	virtual	void				ResetScriptData			(void				*P = 0);
	virtual void				ClearActionQueue		();
	virtual	bool				bfAssignMovement		(CScriptEntityAction		*tpEntityAction);
	virtual	bool				bfAssignWatch			(CScriptEntityAction		*tpEntityAction);
	virtual	bool				bfAssignAnimation		(CScriptEntityAction		*tpEntityAction);
	virtual	bool				bfAssignSound			(CScriptEntityAction		*tpEntityAction);
	virtual	bool				bfAssignParticles		(CScriptEntityAction		*tpEntityAction);
	virtual	bool				bfAssignObject			(CScriptEntityAction		*tpEntityAction);
	virtual bool				bfAssignMonsterAction	(CScriptEntityAction		*tpEntityAction);

	virtual void				sound_callback			(const CObject *object, int sound_type, const Fvector &position, float sound_power);

	virtual LPCSTR				GetPatrolPathName		();
			bool				bfScriptAnimation		();
			u32					GetActionCount			() const;
	const CScriptEntityAction	*GetActionByIndex		(u32 action_index) const;

	virtual CEntity				*GetCurrentEnemy		();
	virtual CEntity				*GetCurrentCorpse		();
	virtual int					get_enemy_strength		();
			void				process_sound_callbacks	();

			void				set_script_capture		(bool val = true) {m_can_capture = val;}
			bool				can_script_capture		(){return m_can_capture;}
public:
	IC		CGameObject			&object					() const;
};

#include "script_entity_inline.h"